?? ps_multitex.cpp
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//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File: ps_multitex.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Deomstrates multi-texturing using a pixel shader. You will have
// to switch to the REF device to run this sample if your hardware
// doesn't support pixel shaders.
//
//////////////////////////////////////////////////////////////////////////////////////////////////
#include "d3dUtility.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
IDirect3DPixelShader9* MultiTexPS = 0;
ID3DXConstantTable* MultiTexCT = 0;
IDirect3DVertexBuffer9* QuadVB = 0;
IDirect3DTexture9* BaseTex = 0;
IDirect3DTexture9* SpotLightTex = 0;
IDirect3DTexture9* StringTex = 0;
D3DXHANDLE BaseTexHandle = 0;
D3DXHANDLE SpotLightTexHandle = 0;
D3DXHANDLE StringTexHandle = 0;
D3DXCONSTANT_DESC BaseTexDesc;
D3DXCONSTANT_DESC SpotLightTexDesc;
D3DXCONSTANT_DESC StringTexDesc;
//
// Structs
//
struct MultiTexVertex
{
MultiTexVertex(float x, float y, float z,
float u0, float v0,
float u1, float v1,
float u2, float v2)
{
_x = x; _y = y; _z = z;
_u0 = u0; _v0 = v0;
_u1 = u1; _v1 = v1;
_u2 = u2, _v2 = v2;
}
float _x, _y, _z;
float _u0, _v0;
float _u1, _v1;
float _u2, _v2;
static const DWORD FVF;
};
const DWORD MultiTexVertex::FVF = D3DFVF_XYZ | D3DFVF_TEX3;
//
// Framework functions
//
bool Setup()
{
HRESULT hr = 0;
//
// Create geometry.
//
Device->CreateVertexBuffer(
6 * sizeof(MultiTexVertex),
D3DUSAGE_WRITEONLY,
MultiTexVertex::FVF,
D3DPOOL_MANAGED,
&QuadVB,
0);
MultiTexVertex* v = 0;
QuadVB->Lock(0, 0, (void**)&v, 0);
v[0] = MultiTexVertex(-10.0f, -10.0f, 5.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
v[1] = MultiTexVertex(-10.0f, 10.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
v[2] = MultiTexVertex( 10.0f, 10.0f, 5.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
v[3] = MultiTexVertex(-10.0f, -10.0f, 5.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
v[4] = MultiTexVertex( 10.0f, 10.0f, 5.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
v[5] = MultiTexVertex( 10.0f, -10.0f, 5.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
QuadVB->Unlock();
//
// Compile shader
//
ID3DXBuffer* shader = 0;
ID3DXBuffer* errorBuffer = 0;
hr = D3DXCompileShaderFromFile(
"ps_multitex.txt",
0,
0,
"Main", // entry point function name
"ps_1_1",
D3DXSHADER_DEBUG,
&shader,
&errorBuffer,
&MultiTexCT);
// output any error messages
if( errorBuffer )
{
::MessageBox(0, (char*)errorBuffer->GetBufferPointer(), 0, 0);
d3d::Release<ID3DXBuffer*>(errorBuffer);
}
if(FAILED(hr))
{
::MessageBox(0, "D3DXCompileShaderFromFile() - FAILED", 0, 0);
return false;
}
//
// Create Pixel Shader
//
hr = Device->CreatePixelShader(
(DWORD*)shader->GetBufferPointer(),
&MultiTexPS);
if(FAILED(hr))
{
::MessageBox(0, "CreateVertexShader - FAILED", 0, 0);
return false;
}
d3d::Release<ID3DXBuffer*>(shader);
//
// Load textures.
//
D3DXCreateTextureFromFile(Device, "crate.bmp", &BaseTex);
D3DXCreateTextureFromFile(Device, "spotlight.bmp", &SpotLightTex);
D3DXCreateTextureFromFile(Device, "text.bmp", &StringTex);
//
// Set Projection Matrix
//
D3DXMATRIX P;
D3DXMatrixPerspectiveFovLH(
&P, D3DX_PI * 0.25f,
(float)Width / (float)Height, 1.0f, 1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &P);
//
// Disable lighting.
//
Device->SetRenderState(D3DRS_LIGHTING, false);
//
// Get Handles
//
BaseTexHandle = MultiTexCT->GetConstantByName(0, "BaseTex");
SpotLightTexHandle = MultiTexCT->GetConstantByName(0, "SpotLightTex");
StringTexHandle = MultiTexCT->GetConstantByName(0, "StringTex");
//
// Set constant descriptions:
//
UINT count;
MultiTexCT->GetConstantDesc(BaseTexHandle, &BaseTexDesc, &count);
MultiTexCT->GetConstantDesc(SpotLightTexHandle, &SpotLightTexDesc, &count);
MultiTexCT->GetConstantDesc(StringTexHandle, &StringTexDesc, &count);
MultiTexCT->SetDefaults(Device);
return true;
}
void Cleanup()
{
d3d::Release<IDirect3DVertexBuffer9*>(QuadVB);
d3d::Release<IDirect3DTexture9*>(BaseTex);
d3d::Release<IDirect3DTexture9*>(SpotLightTex);
d3d::Release<IDirect3DTexture9*>(StringTex);
d3d::Release<IDirect3DPixelShader9*>(MultiTexPS);
d3d::Release<ID3DXConstantTable*>(MultiTexCT);
}
bool Display(float timeDelta)
{
if( Device )
{
//
// Update the scene: Allow user to rotate around scene.
//
static float angle = (3.0f * D3DX_PI) / 2.0f;
static float radius = 20.0f;
if( ::GetAsyncKeyState(VK_LEFT) & 0x8000f )
angle -= 0.5f * timeDelta;
if( ::GetAsyncKeyState(VK_RIGHT) & 0x8000f )
angle += 0.5f * timeDelta;
if( ::GetAsyncKeyState(VK_UP) & 0x8000f )
radius -= 2.0f * timeDelta;
if( ::GetAsyncKeyState(VK_DOWN) & 0x8000f )
radius += 2.0f * timeDelta;
D3DXVECTOR3 position( cosf(angle) * radius, 0.0f, sinf(angle) * radius );
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMATRIX V;
D3DXMatrixLookAtLH(&V, &position, &target, &up);
Device->SetTransform(D3DTS_VIEW, &V);
//
// Render
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
Device->BeginScene();
Device->SetPixelShader(MultiTexPS);
Device->SetFVF(MultiTexVertex::FVF);
Device->SetStreamSource(0, QuadVB, 0, sizeof(MultiTexVertex));
// base tex
Device->SetTexture( BaseTexDesc.RegisterIndex, BaseTex);
Device->SetSamplerState(BaseTexDesc.RegisterIndex, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(BaseTexDesc.RegisterIndex, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(BaseTexDesc.RegisterIndex, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
// spotlight tex
Device->SetTexture( SpotLightTexDesc.RegisterIndex, SpotLightTex);
Device->SetSamplerState(SpotLightTexDesc.RegisterIndex, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(SpotLightTexDesc.RegisterIndex, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(SpotLightTexDesc.RegisterIndex, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
// string tex
Device->SetTexture( StringTexDesc.RegisterIndex, StringTex);
Device->SetSamplerState(StringTexDesc.RegisterIndex, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(StringTexDesc.RegisterIndex, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(StringTexDesc.RegisterIndex, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
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